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xltechno

xltechno

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  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564765#Comment_3564765

    I'm not sure why it wouldn't be considered a counter, considering it dramatically cuts down the effectiveness of the perk and renders it more than manageable. That sounds like a counter to me!

    In the first place, why do you think "dramatically cuts down the effectiveness of the perk" so much in response to the topic owner's proposal? Could you please provide your rationale?

  • Instead, it would be more realistic to lower the matching criteria for solo players by one level.

    It will be tough for the killer, but as long as bhvr introduces the loose match system, there is no other option.

  • There is nothing wrong with Hug. Even now, she is the leading killer who is not very strong.

    Hag may be a threat to unskilled survivors who don't know her properties, but her basic tactic of spreading wounds doesn't really work in this age of selfcare botany. Hag should not chase survivors, you will lose. This phrase is often said, but that's why survivors who know that they won't be chased heal in a safe area and recover. And since you have to chase somewhere, Hag is basically a killer that takes too long to hang one person and often loses without being able to stop the generation repaired.

    If you are referring to the speed booster hag, then the survivors are simply letting their guard down. For those who are used to it, the crown is scarier.

  • If the survivors don't enjoy their own death, the killer won't enjoy the survivors' escape either. The two are interrelated. You need to keep this in mind whenever you want to request something from someone.

    And if a survivor has a complaint about the killer, they can choose to play the role of the ideal killer instead of hurling hate. Of course, if the killer gets fed up with the generation speed, there is an opportunity to play the role of a survivor who doesn't touch the generator.

    Based on the above, I think there is no need for the survivors to give up the generator, and I believe that the killer has earned the right to camp and tunnel. In my country, there are many people who agree with this idea, but it seems that it is different internationally.

    When playing a killer, I would like them to somehow adjust the system so that if the survivor is not at fault, even if the killer is also not at fault, the killer has no chance of winning.

    On the other hand, I feel that there is a need to somewhat reduce the system in which survivors are at an overwhelming disadvantage just by losing one person. I'm skeptical of BHVR's attitude of not starting in this area.

  • This game is designed so that if both the killer and the survivor make no mistakes, the M1 killer basically has no chance of winning.

    In reality, the skill level of the four survivors is uneven, the survivors carelessly make big mistakes, and they end up in a pinch due to an accumulation of small mistakes, and this is where the killer's chances of victory become clear.

    However, in order to make effective use of this situation, the killer cannot afford to make mistakes. Here, there is a difference in the degree to which killers and survivors are allowed to make mistakes.

    However, since it is a battle between one player and four players, it is not uncommon for the four players to make more mistakes, so just because the killer makes a mistake does not mean they always lose.

  • I think it's okay to implement a terror radius as a threat, but adding a perk is a bit too much.

    It might be interesting to have a terror radius that covers the entire area while the jailer is present. Survivors who come within the knight's own terror radius will naturally be affected by the perk.

  • I've seen a ton of justifications for disconnection, not just in the actual game, but on this forum as well. No matter what the reason, just because your gaming experience is boring is not a reason to disconnect.

    If someone commits a DC, it is the person who committed the DC, not the other person, who is at fault. It doesn't matter if you're a killer or a survivor.

    However, if the other person is clearly intentionally disrespecting and mocking others, or is a cheater in the first place, you need to take that into account.

  • Freddy just doesn't fit the current environment, but he's not weak enough to need a major buff. However, detailed numerical adjustments will be necessary.

    As it stands now, he ends up being a very unattractive character. And obviously not strong.

  • I agree that Ultimate Weapon is powerful, and I think it may need some tweaking.

    However, there is also the idea that it is okay to be a powerful. This is because there is only one killer and four survivors.

    No matter how hard the killer tries, he can usually only stop one survivor at a time, while the other survivors continue their work.

    However, if the survivor takes away the killer's time, the killer will not be able to work at all. Because of this difference.

    The killer attempts to offset the violence of the large number of survivors by being a somewhat unstoppable disaster.

    There is the advantage of knowing the location of many survivors, but in the end you can only take one action. The information on the location of other survivors that is obtained while involved in such activities is likely to be obsolete.

  • @C3Tooth said:

    In the last weekdays, I played for 8 matches and 6 of them went 8 hooks before kill, the other 2 werent tunneling either. It was mind blowing for me.

    It's a daily thing in Asia.

    Killers will have a really hard time if they are faced with survivors who can manage the number of survivors hooked. It also means honestly acknowledging the other person's skill.

  • @Katie81 said:

    personally i think game is just WAY too killer sided to be any enjoyment anymore for the 4 to 1 ratio of survivor players to killers, you think behavior would have common enough sense to know math to point they would understand the basic concept that making things so killer sided if survivors choose to just stop the game the game will basically die even with killer mains going to survivor cuz takes 4 killer mains to replaice 4 survivors then 1 extra to be the killer themselves means INSANE waiting in lobbys for games, and i seriously doubt the amount of killer players can fill the loss of survivors if such a thing happens, which could if survivors are pushed to much. survivors make up the majority of the player base remember this. keep making things killer sided and once more surviviors realize this very basic simple concept games finished if you dont do what YOUR PAYCHECKS are asking. you work for your customers and should give us what we want not what you want or think we want.

    No. Many of the survivors who quit doing so are basically casuals, and they are unnecessarily increasing the win rate of the average killer, and the killer's win rate is high, right? It is the existence that is used as material to realize the fraud.

    On the other hand, if strong-willed survivors survived, the average suicide rate would drop significantly, and even if the number of survivors decreased, there would be a widespread trend of believing in your friends, having hope, and playing to the end without giving up.

    It's fun for killers to play against such opponents, and even if they lose, it's understandable, creating a virtuous cycle.

  • In the end, she has become a killer who just throws away drones and mutes heartbeats to sneak up on her opponents. I am bored.

  • Congratulations, unfortunately you were not lucky enough to have better others. It must be very painful to play with such friends.

    If so, please give Killer a try. Since you're a solo player, there shouldn't be any obstacles to trying it out.

    There are no mid-game exits, and you can play the entire game until the end. Even if you don't like it.


    And what the killer has done to you, you will now have to do.

  • @Unequalmitten86 said:

    To sum it up the update is useless. At least face camping you could counter. This is like being the goat in Jurassic Park waiting to be eaten by the T Rex. All these face campers have figured out exactly where the cutoff is and just wait and by the time you get rescued (if you do), you get tunneled and downed again. This update just made tunneling so much easier, especially for those basement campers. If they aren't doing that they are slugging and dropping off people by the hooks and still patrolling as it slows the meter to a snail speed. Maybe SWF's are not the actual problem it is the people trying to play killer and can't. I have seen toxic teams but rarely get them, more so I see killers that can't chase or refuse to they want the game handed to them. That is what the problem is, they want to be Killer but don't want to be effort to get the kill. Survivors are not innocent either. There are some that I swear just are good with a flashlight.

    There are no buffs for tunnels. Since the benefits of camping have decreased, the number of tunnels has increased relatively. That's all.

    And adding more disadvantages to hanging survivors on hooks will only accelerate the mass production of slugged survivors. It doesn't solve anything. Make sure to consider both the advantages and disadvantages.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560487#Comment_3560487

    Yeah then killers complain that the hooks shouldn't break/permanently break when sacrificing lol

    Saboing is already niche as it is, no need to make it worse

    Agree. Similarly, there is no need to make it better.

  • @dbdthegame said:

    Tunneling is a valid strategy. It doesn't need to be "fixed".

    "Camping and tunneling are still viable strategies - one that can be punished by the other survivors in the match also - doing the generators whilst the killers are camping for example, or taking hits when a survivor is being tunneled to allow the survivor to get to another loop."


    ---------by Mandy Administrator

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393785/killers-are-not-volunteers

    As killer i do not feel being restricted in any way. I havnt seen single survivor selfunhooking without perk yet in my killer games.

    As survivor i escaped from facecamping killer once, but 2 time i was semi-face camped. Killer was just moving around my hook so that they was always near enough to prevent unhook attempt but not as frequent to advance meter enough.

    If one feels restricted because new anti face camp mechanic, then something wrong is with those guys.

    Personally, i think this mechanic could work a little better, like have longer distance or accelerate if killer is frequently moving in the range.

    BTW. all effects should take true distance into consideration, like terror radius, should not be same on both floors if killer is traversing one floor and surv is on another. It should be true distance (except the nurse) - shortest path from killer position, not "distance" on its own.

    There's a funny story in Raccoon, where a survivor is hung from the middle hook and the killer can't get through it to the other side.

  • no. Having selfcare tools available is a huge advantage in itself. If you get it every time, it will affect the balance of the game.

  • Well, this AFC only targets and punishes FC. Don't expect anything more than that.

  • I don't think it's a good idea to have it cover the control panel. But adjusting it properly is a major project for BHVR. It will probably be difficult for a long time after you start.

  • Survivors are killers whose concept is to weaken them by countering them with turrets, but I don't understand why they think that killers shouldn't be amazing even if they can't handle turrets well.

    And even though the game balance is based on the assumption that survivors will be defeated several times, there are too many survivors who get angry just by being defeated.

  • I'm against AFC in the first place, but I get tired of seeing people who don't even know about hook trading and come to the hook to rescue them, only to get hit once by the killer and then run away without doing anything.

    They don't try to learn basic how-tos and complain that it's someone else's fault.

    "I am better than my opponent without having to try harder. Therefore, since the fault lies with the system or the killer, we request improvement." The killers who are always attracting hate may be fine, but the management that took the trouble to provide such generous care for the survivors must be a bit of a shame.

  • @Skitten56 said:

    Now that face camping is no longer a thing, I think they should re-add hook grabs as a mechanic. They created some fun strategic scenarios for killers and survivors to have to work around. Maybe reduce the time to self-unhook with the anti-face camping mechanic to compensate so killers can't as easily try to force a trade with it.

    Performing a hook grab removal relies on the overall skill of the survivors being insufficient to counter the hook grab. So it's not possible, please give up.

  • Myers isn't abuse AFC. Because that tactic has been available for a long time regardless of AFC.

    And in order to do that, you need to sacrifice a lot of stare time and gauge. By the time Myers' plan goes so far, it's as if one person has already been sacrificed.

  • @The_Yosh said:

    I disagree, hook management is an aspect of playing killer, just like generator management is for survivors.

     just like generator management is for survivors.

    If so, you should not be dissatisfied even if three generations occur closely together. It's the same as that.

  • finish mori will solve everything. Survivors who are dissatisfied with stag all survivors should ask BHVR to quickly implement finish mori.

  • I think it would be more useful for survivors to be able to carry pallets. Of course, while holding it, it is slow like when carrying a turret.

    It feels like it could be abused, but if there was a restriction that it could only be placed once per match and in a location where no pallet existed from the start of the game, it would probably be okay.

  • @kin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562107#Comment_3562107

    If a killer is standing on the basement stairs, he's doing Facecamp, right? if the killer is standing at the foot of the mountain on which the hanged survivor is located, he is also doing this, right? If I'm not mistaken, it turns off if the killer is above and below the hanged survivor, and he doesn't care whether there is a descent/ascent nearby. I'm not talking about the camp as a whole, I'm talking about the possibilities of bypassing afc. Believe me, I’m the last one who wants this mechanic to completely ban the camp, but the fact that there are holes in the system is a fact

    So how is it that the survivors can't get out of the hook? Isn't it okay to go to the rescue even if someone is being beaten?

    Killers should never hit survivors? Then the killer would promise that if no one touches the generator while someone is hanging on a hook, the killer won't hit the survivors.

  • It was just that the beginning was so bad that I couldn't even look at it.Sprint burst every 40 seconds, jungle with full stains, infinite loop window.

    It's certainly better than in the past, but back then there was a lack of understanding of the game and opponents made mistakes. It's different now. Regardless of the people you meet through loose matching, if an opponent with the same level of skill comes to Survivor, the Killer usually has no chance of winning.

  • Don't give up on motivating your teammates.

    If you're going to get angry, get angry at your uncooperative friends.

    If you want to throw stones, please do so to BHVR.

    That is the correct way to be as a person.

  • @Hex_Ignored said:

    Wait, you're getting paid to play killer?

    If he's not actually a killer, but just an actor playing the role of a killer.

  • Those who oppose this idea mistakenly believe that they are required to destroy all five totems.

    Even if you destroy the totem after the existence of NOED is discovered, it will not be too late. After all, are you just helpless sheep when faced with a killer who actually has NOED? It's different.

    It would be outrageous for four people to be alive and all to be overrun by NOED, but that rarely happens. At least if the survivors are dominant enough for the gate to conduct electricity.

  • @Mandy said:

    To clarify a few things here, this is not an "Anti Camp Feature" this is purely for the cases of face camping. The bar will not stop if the killer is right next to you but continue to fill until you can hop of the hook at an opportune moment. The best time for survivors to hop off is just before the 1st ends and then before the 2nd stage ends - to waste as much of the killers time as possible.

    And I don't believe making unhooks silent will assist in the problem at all, they will likely make killers never leave the hook area at all - as they lose that vital information.

    Camping and tunneling are still viable strategies - one that can be punished by the other survivors in the match also - doing the generators whilst the killers are camping for example, or taking hits when a survivor is being tunneled to allow the survivor to get to another loop.

    The feature that we just implemented is of course being monitored and we will be carefully looking at the effects of it, but it's most definitely not an anti camp feature and it's not meant to affect "regular" camping.

    "Camping and tunneling are still viable strategies"

    Could you please make this more known to survivors? For some reason, Killer is still being blamed for this.

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561096#Comment_3561096

    Look all the way up to the ceiling. It's been proven to cut your blink short enough that a 2nd can connect. If not, you at least can keep los and lose less distance.

    The distance is reduced only when it is facing down, and if you are on the two layers, the distance does not change even if nurse brink upward.

    @TheSubstitute said:

    If a Nurse has a fully charged blink on a second story map and you run straight up to her how does the Nurse get a hit? Correct answers only; go!

    In this case, it is important that the charge time is not too long.

    You can make some adjustments by moving back as much as possible and cutting the distance to the edge of the map. Aim for the second blink.

  • I don't know much about it, so I want to check it, but how much do intermediate survivors understand the chase with nurse, worldwide?

    in particular. Survivors can escape in three directions across obstacles. Understand how the nurse gets visual information from the jungle windows and angles, and brinks. Show it on purpose at the corner, pretend to have gone ahead, turn back. Run without looking behind self and guide your opponent's blink landing spot. Know the distance of the nurse from the brink charge time. etc....

  • Even if you go down, if you can rescue an onhook survivor and escape, the rescue is a success.

    AFC is not meant to guarantee an unscathed rescue. If that were the case, there would be no strategy for rescue operations at all.

    Please pay the same price. If not, try to be better than your opponent.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561746#Comment_3561746

    I have probably more hours on Killer alone than many other players in total. And while I would not consider myself good (I think I verse better Killers than I am myself), I win more than I lose, which would mean that my MMR should be at least above average. So saying that I dont play Killer is quite wrong.

    And when it comes to mistakes - you never see people writing here that they made mistakes. They lose the game because of Perks, Maps, whatever. But this goes for both sides, the DBD-Community as a whole is unable to think "Hm... Maybe I did not play THAT well".

    Most of your win rate will probably be due to a large number of fights involving survivors who clearly have no chance of defeating you.

    Imagine if there was a 5-man match where everyone was equally into both Survivor and Killer.

    I think most M1 killers can fit in one sacrifice per game.

  • @GolbezGarlandGabrant said:

    Not sure what people want out of survivors.

    Holding M1 on gens too much is genrushing.

    Any other sort of reaction that isn't on gens like sabo'ing, flashlights, Head On, FTP/Buckle, etc., then it's "bullying" the killer.

    It's almost like killers just want effortless games void of any resistance or interaction from survivors.

    I want the opposite.

    In other words, the survivors should not complain no matter what tactics or tactics the killer government uses. I also don't complain when the survivors repair generators at high speed and escape from the chase.

    Instead, AFC needs to be abolished. I don't do FC myself, but 16m is too wide. Please give me the right to protect both the generator before it is repaired and the hook that caught the survivors.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561320#Comment_3561320

    MMR is hidden because it shouldn't be an incentive to 'rank up'.

    It's not a badge of honour to be high MMR, it's simply a mechanism to ensure people who 'kill/escape' more are faced with tougher games, so that those who don't won't keep facing opponents who do.

    It's not a measure of purely skill, it's a measure of skill/tryhard/cheap tactics. It's more to separate the sweats from the non-sweats. But the fact is everyone is a sweat if they want to win so everyone ends up following the fallacious path of trying to win at all costs.

    Accepting a loss is the best skill to learn in DbD.

    Advanced players prioritize overall survival rather than their own survival.

    Even if you know that you will die in the match, you will do the necessary actions and burn your life.

    This is because when you do it, others will do the same, and when the time comes, you will be grateful to the precious victims and realize that your own survival rate will increase relatively.

    As always, matching is a breeze, so you may be matched with people who think it's okay if you're the only one who survives, but many still end up being weeded out.

  • Of course, the information sharing park is excellent. However, many survivors do not think they are good enough to properly utilize the information obtained.

    This is because there are no survivors who can even use the HUD satisfactorily. Even when information is presented in front of us, what does it mean? Can you guess what happened before and after? I'm skeptical.

    So even if it seems like a ``useless perk'' to them, it's actually true.

  • BHVR: “An experienced killer can use that skin, right?”

  • In any case, the reason why the three generations are clustered together is because in most cases the survivors lose in a battle of wits against the killer.

    It can be prevented, and even if it happens, it's easy to upset the balance if there are four survivors, and even if there are three, it can be managed. Tips can be found in many videos online.

    In rare cases, the location where the third generation appears is so bad that there is no room for survivors to intervene.

    You temporarily become a gorilla, but you should throw poops at the bhvr, not at the killer.

  • This game is not a horror game, it's a Rocky Horror Show simulator.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561154#Comment_3561154

    Yes, we all know it's facecamping. If you're referring to my post (since no one else has mentioned anything other than facecamping) I'm laughing at Bubba adapting to the basement hooks no longer being facecamp-able.

    If he is a cannibal with a few add-ons, he will see a survivor pull out of an underground hook, then turn on the chainsaw and get a second shot even if the survivor jumps out of a window.

    Since even this level has not been properly verified, bhvr and some survivors who believe that AFC can contain Face Camp will be ridiculed as ignorant.

  • If Victor is a killer, he needs to benefit from the killer perk just like Charlotte. This is the principle of equivalent exchange, and both must be realized at the same time.

    Many people probably think it's better to leave things as they are now.

  • The problem lies in being forced to hide prestige.

    Why is it forced? If there is someone who wants to expose himself even if he knows it is disadvantageous, that should be his freedom.

    Even if someone says, ``Because of your prestige, the killer will leave the match, and we can't work together.''

    It should be each person's right to show or hide their prestige, and it should not be forced upon others.

  • I would definitely like to be able to switch to third person perspective. I hope that at least that can be achieved.

    As a side note, Trapper's memento mori can be compared to a fishmonger cutting tuna into pieces.

  • In the first place, the DBD community as a whole is working with the intention of abolishing meritocracy.

    People who realize that they are simply incompetent simply leave. And the community is not strong enough to be formed only by people who want to ride.

    That's why the management team accepts unspecified people with stagnant distortions into the community. Them chose the influence of numbers over sanity.

  • The root of the problem is that most survivors do not understand how nurses chase their opponents, so they often lose by gambling instead of trying to deal with it logically.

    What is often misunderstood is that they get so angry about being knocked down by the nurse that they forget that ``it's normal in the game to be knocked down by the killer.''

    If you know how to run from the nurse, you will be able to dodge her attacks several times. That's enough work. You can do even better if you adjust the position where you fall down and try not to pull down your teammates. The elapsed time will bring it close enough to energization.

    It's okay if one person can chase for 40 seconds. By the time one person is sacrificed, the electricity is turned on.

    Don't you want one person to be sacrificed? If so, please become better than your opponent. At least don't be ignorant towards the nurse.

  • Even if your ally is good at healing, there are many times when that ally needs to prioritize other tasks.

    It may be better to have everyone repair the generator separately and disperse the killer's targets, rather than having to join together to receive treatment and then repair the generator together.

    When facing a high-tier killer, this decision will affect the match, so selfcare botany is almost mandatory as an option.

    From a killer's point of view, if treatment is given quickly, it is easy to see where the treatment was given, so even if the treatment is completed, it is easy to interfere with the survivor's subsequent actions.

    Selfcare botany is often used not out of a sense of psychological security or a lack of skill, but rather as a rule of thumb. Top players have made this clear.

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